refactor: migrate PileType → KlondikePile across core/wasm/engine
Build and Deploy / build-and-push (push) Failing after 1m24s

- Replace PileType with typed KlondikePile (Foundation/Tableau variants)
  throughout solitaire_core, solitaire_wasm, and solitaire_engine;
  ReplayMove now uses SavedKlondikePile for serialisation stability
- Split replay_overlay.rs into replay_overlay/ module (mod, format,
  input, update, tests) for maintainability
- Add klondike dep to solitaire_engine and solitaire_data Cargo.toml
- Add TestPileState infrastructure to game_state.rs for engine unit tests
- Rebuild solitaire_wasm pkg (js + wasm artefacts updated)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
funman300
2026-06-01 13:13:35 -07:00
parent ca612f51f1
commit 9260ca7994
36 changed files with 7429 additions and 7064 deletions
+44 -29
View File
@@ -151,9 +151,9 @@ mod tests {
use super::*;
use crate::game_plugin::GamePlugin;
use crate::table_plugin::TablePlugin;
use solitaire_core::card::{Card, Rank, Suit};
use klondike::{Foundation, KlondikePile, Tableau};
use solitaire_core::card::{Rank, Suit};
use solitaire_core::game_state::{DrawMode, GameState};
use solitaire_core::pile::PileType;
fn headless_app() -> App {
let mut app = App::new();
@@ -166,31 +166,45 @@ mod tests {
app
}
/// Build a nearly-won game: one Ace of Clubs in Tableau(0), all other
/// tableau piles empty, stock/waste empty, Clubs foundation empty.
fn nearly_won_state() -> GameState {
let mut g = GameState::new(42, DrawMode::DrawOne);
g.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
g.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
for i in 0..7 {
g.piles
.get_mut(&PileType::Tableau(i))
.unwrap()
.cards
.clear();
fn seeded_state_with_auto_move() -> (GameState, (KlondikePile, KlondikePile)) {
let mut g = GameState::new(1, DrawMode::DrawOne);
g.set_test_stock_cards(Vec::new());
g.set_test_waste_cards(Vec::new());
for foundation in [
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
] {
g.set_test_foundation_cards(foundation, Vec::new());
}
g.piles
.get_mut(&PileType::Tableau(0))
.unwrap()
.cards
.push(Card {
id: 99,
for tableau in [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
] {
g.set_test_tableau_cards(tableau, Vec::new());
}
g.set_test_tableau_cards(
Tableau::Tableau1,
vec![solitaire_core::card::Card {
id: 7_001,
suit: Suit::Clubs,
rank: Rank::Ace,
face_up: true,
});
}],
);
g.is_auto_completable = true;
g
let expected = (
KlondikePile::Tableau(Tableau::Tableau1),
KlondikePile::Foundation(Foundation::Foundation1),
);
assert_eq!(g.next_auto_complete_move(), Some(expected));
(g, expected)
}
#[test]
@@ -202,8 +216,9 @@ mod tests {
#[test]
fn detect_activates_when_auto_completable() {
let mut app = headless_app();
// Install a nearly-won state and fire StateChangedEvent.
app.world_mut().resource_mut::<GameStateResource>().0 = nearly_won_state();
let mut g = GameState::new(42, DrawMode::DrawOne);
g.is_auto_completable = true;
app.world_mut().resource_mut::<GameStateResource>().0 = g;
app.world_mut().write_message(StateChangedEvent);
app.update();
@@ -213,7 +228,8 @@ mod tests {
#[test]
fn drive_fires_move_request_when_active() {
let mut app = headless_app();
app.world_mut().resource_mut::<GameStateResource>().0 = nearly_won_state();
let (g, (expected_from, expected_to)) = seeded_state_with_auto_move();
app.world_mut().resource_mut::<GameStateResource>().0 = g;
app.world_mut().write_message(StateChangedEvent);
app.update(); // detect runs, sets active
@@ -229,16 +245,15 @@ mod tests {
let fired: Vec<_> = cursor.read(events).collect();
// At least one MoveRequestEvent should have been fired.
assert!(!fired.is_empty(), "expected at least one MoveRequestEvent");
assert_eq!(fired[0].from, PileType::Tableau(0));
// First empty foundation slot wins on a fresh nearly-won board.
assert_eq!(fired[0].to, PileType::Foundation(0));
assert_eq!(fired[0].from, expected_from);
assert_eq!(fired[0].to, expected_to);
}
#[test]
fn drive_deactivates_on_win() {
let mut app = headless_app();
// Inject a won game state — active should not be set.
let mut gs = nearly_won_state();
let (mut gs, _) = seeded_state_with_auto_move();
gs.is_won = true;
app.world_mut().resource_mut::<GameStateResource>().0 = gs;
app.world_mut().write_message(StateChangedEvent);